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Vulkan, as a Khronos open standard, likely wouldn't exist if Apple didn't make Metal. Khronos was content for OpenGL{ES} to sputter ad infinitum until it realiz
by bronxbomber92 9y ago
Vulkan, as a Khronos open standard, likely wouldn't exist if Apple didn't make Metal. Khronos was content for OpenGL{ES} to sputter ad infinitum until it realized that its largest platform (iOS/macOS) was moving on. It helped that the rest of the industry (MS, AMD) was also moving in the same direction, but it was the release of Metal that broke the camel's back.
There were several efforts in the past to revamp OpenGL (e.g. long's peak), but they all failed. OpenGL was stuck and there was little reason to think the situation would improve. Writing OpenGL code that worked across multiple platforms was worse than it is today to write multiple per-graphics-API render backends.
- kllrnohj 9y agoIf anything the current crop of new graphics APIs (Metal, Vulkan, and DX12) all owes their start to AMD's Mantle project. Metal certainly didn't get the ball rolling, although it almost certainly accelerated Khronos's path to standardization & shipping (which is why Vulkan adopted Mantle as the base, to ship quicker). AMD gets that claim. OpenGL was not stuck, either. OpenGL's AZDO project was alive & well: https://www.khronos.org/assets/uploads/developers/library/2014-gdc/Khronos-OpenGL-Efficiency-GDC-Mar14.pdf https://www.khronos.org/assets/uploads/developers/library/20... (just not on macOS because AZDO is GL4.2+ whereas macOS is stuck on 4.1)